#pragma once

#include "Game/Process/RenderProcess.h"
#include "Render/Texture/Picture2DTexture.h"
#include "Render/Texture/RenderTarget.h"
#include "Render/Tradition/RHIRenderPass.h"
#include "Render/Tradition/GraphicsPipeline.h"
#include "Render/Texture/ColorRenderTarget.h"
#include "Render/Texture/CubemapTexture.h"
#include "Render/Texture/DepthRenderTarget.h"
#include "Render/Shader/RHIDescriptor.h"
#include "Render/Tradition/RHIFramebuffer.h"
#include "LocalEntity.h"


class SkyboxProcess : public RenderProcess
{
	DECLARE_PROCESS(SkyboxProcess)

	struct UboBase
	{
		glm::mat4 proj;
		glm::mat4 model;
	};

protected:

	virtual void OnInit() override;

	virtual void OnTick(float deltaTime) override;

	virtual void OnResize() override;

protected:

	RefCountPtr<VertexBuffer> mVertexBuffer;

	RefCountPtr<IndexBuffer> mIndexBuffer;

	RefCountPtr<RHIBuffer> mUboBuffer;

	RefCountPtr<RHISampler> mCubemapSampler;

	RefCountPtr<RHITexture> mCubemapTexture;

	RefCountPtr<ColorRenderTarget> mColorRenderTarget;

	RefCountPtr<DepthRenderTarget> mDepthRenderTarget;

	DescriptorMask mDescriptorMask;

	RefCountPtr<RHIDescriptor> mDescriptor;

	RefCountPtr<GraphicsPipeline> mPipeline;

	RefCountPtr<RHIRenderPass> mRenderPass;

	RefCountPtr<RHIFrameBuffer> mFrameBuffer;
};
